Added: #1469 Factory for camera animation steps
--HG-- branch : gsoc2012-fabienhg/feature/gsoc2012-fabien
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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#include "camera_animation_manager/camera_animation_step_factory.h"
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std::vector<std::pair<std::string, ICameraAnimationStepFactory*> >* ICameraAnimationStepFactory::Entries;
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ICameraAnimationStep* ICameraAnimationStepFactory::parseStep(const NLLIGO::IPrimitive* prim, const std::string& filename, const std::string& name)
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{
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// We search the correct step type in our entries
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for (uint i = 0; i < Entries->size(); i++)
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{
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if (name == (*Entries)[i].first)
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{
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ICameraAnimationStep * ret = (*Entries)[i].second->instanciate();
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if (!ret)
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{
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nlerror("BUG IN CAMERA ANIMATION STEP FACTORY : BAD INIT CODE");
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return NULL;
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}
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if (!ret->parseStep(prim, filename))
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{
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nlerror("building camera animation step failed");
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delete ret;
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return NULL;
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}
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return ret;
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}
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}
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return NULL;
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}
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void ICameraAnimationStepFactory::init()
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{
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if (!Entries)
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Entries = new std::vector<std::pair<std::string, ICameraAnimationStepFactory*> >;
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}
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_CAMERAANIMATIONSTEPFACTORY_H
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#define RY_CAMERAANIMATIONSTEPFACTORY_H
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#include "nel/ligo/primitive.h"
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#include <string>
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/************************************************************************/
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/* Interface for camera animation steps.
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* It has to be able to parse the step from the primitive.
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* And also to generate a small script to send to the client
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*/
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/************************************************************************/
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class ICameraAnimationStep
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{
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public:
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/// This function is called when it's time to parse the primitive to load the camera animation step
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virtual bool parseStep(const NLLIGO::IPrimitive* prim, const std::string& filename) = 0;
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};
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/************************************************************************/
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/* Factory class that can instanciate the correct camera animation step handler.
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*
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* \author Fabien Henon
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* \date 2012
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*/
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/************************************************************************/
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class ICameraAnimationStepFactory
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{
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public:
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/// Function that will instanciate the correct camera animation step
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static ICameraAnimationStep* parseStep(const NLLIGO::IPrimitive* prim, const std::string& filename, const std::string& name);
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protected:
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/// Functions used to be able to create the camera animation steps
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static void init();
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virtual ICameraAnimationStep * instanciate() = 0;
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static std::vector<std::pair<std::string, ICameraAnimationStepFactory*> >* Entries;
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};
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// Define used to register the different types of camera animation steps
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#define MISSION_REGISTER_ACTION(_class_,_name_) \
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class _class_##CameraAnimationStepFactory : public ICameraAnimationStepFactory \
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{\
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public:\
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_class_##CameraAnimationStepFactory()\
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{\
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init();\
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std::string str = std::string(_name_); \
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for (uint i = 0; i < (*Entries).size(); i++ ) \
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{\
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if ( (*Entries)[i].first == str || (*Entries)[i].second == this )nlstop;\
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}\
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(*Entries).push_back( std::make_pair( str, this ) );\
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}\
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ICameraAnimationStep * instanciate()\
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{ \
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return new _class_;\
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} \
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};\
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static _class_##ActionFactory* _class_##ActionFactoryInstance = new _class_##ActionFactory;
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#endif /* RY_CAMERAANIMATIONSTEPFACTORY_H */
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